Each mech had 150 statistics that the game kept track of. This information was not known to the player and has only been discovered by examination of the game data. Not all of these statistics have been understood. Some of the information was regarding the pilot, and therefore was important to save game data but not ultimately related to the load-out of the mech. The known and mech-related data for each mech included:

Unlike the descriptions published in the Player's Guide that accompanied the game, the actual movement speed numbers for walking and jump jets are the actual "MPs" numbers from the Technical Readout from which they were referenced.. The "Running Speed" setting in the game added 5 to the walking speed number, which often results in a speed that does not equal the number for "Running Mps" in a Readout.

Separate data for critical structure was kept for each arm, each leg, left torso, center torso, and right torso. Armor had those same categories and three additional categories for right rear torso, center rear torso, and left rear torso. All values are identical to those from the Technical Readouts.

Each mech had hard points for the head (1), left and right torso (12 each), center torso (2), arms (8 each) and legs (2 each). Weapons were on appropriate slots to reflect the descriptions in the Technical Readouts (example: the Locust's medium laser was on a center torso hard point). Each weapon took up only one hard point on a mech, but larger weapons were annotated that they should take up more than one slot. This information would have been used with the mech customization bay which did not make it to the published version of the game. There was a category for "engine heat sinks", and additional heat sinks are often located in some of the mechs' hard points as well. The total number of heat sinks always equals the number of heat sinks from the Technical Read Outs.

Rather than having a set amount of ammo per weapon as is suggested by the Player's Guide, each mech was manually programmed with an amount of ammunition. This ammunition was kept track of using three separate categories, making it unclear if it was located in a particular place on the mech. Friendly mechs that were destroyed were sometimes described in-game as having suffered an ammunition explosion, but it is unknown if this was scripted or not.

Some errors exist in the data. Examples:
Flamers were not included as a weapon in the game. The two mechs listed as having them (Hermes II and the Puma) were given small lasers instead.
One Wasp Variant was given a load of ammunition, though it does not have any ammunition-based weapons to use it.
Some mechs seem to have half or double the amount of ammunition expected. These cases seem to be errors.
Streak SRMs are not included in the game, though some mechs should have them.

The Inner Sphere Mechs in the game are accurate in all respects to Technical Readout 3025, except for the Hermes II which had its flamer replaced with a small laser (despite documentation to the contrary).

No data about the weapons on the three Clan Mechs was given, either in-game or in the Player's Guide, except for the Puma's flamer, which was incorrect (the Puma was actually coded with a small laser instead). All of the information about the Puma, Black Hawk, Mad Cat, and Elementals encountered in the game was taken from examination of the game code.

Most resembles: except for a standard SRM 6 instead of a Streak model: Alt. Config. A (though Clan mechs were apparently coded to rarely if ever miss any of their attacks, so this might be a moot point)

In the game's story, some mechs were modified after the Clan invasion and subsequent adoption of LosTech. Most of these mechs' had their weapons and equipment listed in the mech selection screens in the Arc-Royal Training Center. These lists were not included in the game's Player's Guide, nor at any other point in the game. The two Locust variants and the Dragon variant were not available at the Arc-Royal, and had to be determined by examination of the game code.

These enhanced mechs were not encoded with the same attention to detail as the basic Inner Sphere mechs. Many of them do not exactly correspond with variants known outside of BattleTech: The Crescent Hawks' Revenge. Differences often include exact amounts of armor, number of heat sinks, and lack of Streak SRMs.